Lumineth Realm-lords – Lyrior Uthralle, Warden of Ymetrica
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16"
6
3+
9
WARSCROLL

Lyrior Uthralle, Warden of Ymetrica

Lyrior Uthralle fights with the confidence of a demigod, darting through the fray on his lightcourser steed, Farael. Though deeply scarred by the loss of his family to a tribe of orruks, he is a true statesman and knows well his first duty is to defeat Chaos.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonbane
Daemonbane18"12+2+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonbane
Daemonbane3"12+2+-2D3
Regent’s Sword
Regent’s Sword1"52+3+-11
Horns and Claws
Horns and Claws1"43+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single, Unique

DESCRIPTION

Lyrior Uthralle is a named character that is a single model. He is armed with Daemonbane and a Regent’s Sword.

MOUNT: Farael attacks with his Horns and Claws.

ABILITIES

Daemonbane: Lyrior’s arcane lance can send out a beam of exorcising light that inflicts terrible damage, especially on the daemonic minions of the Chaos Gods.
The damage inflicted by a successful attack made with Daemonbane is 3 instead of D3 if the target has the CHAOS and DAEMON keywords.

Purest Aetherquartz: Every Lord Regent carries a reserve of the finest aetherquartz, which burns with the dazzling brilliance of Hysh.
Subtract 1 from hit rolls for attacks that target this model, and add 1 to the casting roll when it attempts to cast Greater Power of Hysh. If this model is part of a Lumineth Realm-lords army and uses its last aetherquartz reserve, this ability cannot be used by this model for the rest of the battle.

Sunmetal Weapons: The blades carried by Vanari Lord Regents are forged from sunmetal, which can burn a victim from the inside out.
If the unmodified hit roll for an attack made with a Regent’s Sword is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Voice of Tyrion: Lyrior is part of Tyrion’s inner circle, and he speaks with the authority of the god himself in matters military.
If this model is part of your army and on the battlefield at the start of your hero phase, and TECLIS is not part of your army, roll a dice. On a 2+, you receive 1 command point.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Greater Power of Hysh spell.

Greater Power of Hysh: Lumineth wizards can use their arcane arts to empower sunmetal, making it burn with an even greater intensity.
Greater Power of Hysh has a casting value of 7. If successfully cast, pick up to D3 friendly LUMINETH REALM-LORDS units with the Sunmetal Weapons ability that are wholly within 18" of the caster and visible to them. Until your next hero phase, the Sunmetal Weapons ability of those units causes mortal wounds to be inflicted on an unmodified hit roll of 5+ instead of 6.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, VANARI, YMETRICA, HERO, WIZARD, LORD REGENT, LYRIOR UTHRALLE
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

The TECLIS keyword is used in the following Lumineth Realm-lords warscrolls:

Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The VANARI keyword is used in the following Lumineth Realm-lords warscrolls:

None
Artillery
Battleline
Leader

The LORD REGENT keyword is used in the following Lumineth Realm-lords warscrolls:

Leader
© Vyacheslav Maltsev 2013-2021